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Nagari Tidecallers - Naga Army / Unit Roaster / Tech tree
ISL

Nagari Tidecallers - Naga Army / Unit Roaster / Tech tree

  • ISL
Trying out a new format of presenting my races (Because I didn't like the old pictures from my album)
sniff sniff you never used my hydra for your hydra unit? my feelings are hurt now.
 
@kellym0
sadhydra-1303842429.jpg
 
@kellym0 I was actually planning on adding her to the Naga roaster - as a Titan unit :D
If you look at my older screenshots, you'll see that each race has something or someone huge standing in the background - those are Titans

Though I'm reconsidering the concept right now (because I can't really grasp the purpose of Ultimate Weapons/Units in RTS games)
If I finally decide that my project has place (and reason) for such end-game Ultimate Units, then your amazing Hydras will surely be among them! :D
Possibly being a part of a new Nagari Bloodcallers faction
 
Names you could use...

- Abbysal Naga
- Chaos Naga
- Nagari Deathmaw
- Ravening Hydra
or
- Triostoma Nagaris
Three-Mouthed Snake

You could make them a permanent or...

Hell imagine it as an end-game summonable mythic faction hero unit with crazy high exp gain that lasts around 2 minutes and requires a lot of effort to summon, which can be a game changer or a total screw up for the player xD.

Whatever requirements would be up to you, like 2000 gold + sacrificing 100 slaves or another hero.
 
@ZethHolyblade Those are some damn epic names :D
Especially the Deathmaw one, though others are quite possible too (they fit in the lore)

I don't think the word "Nagari" changes in the plural form by the way :D

And that titan-summoning thing
That's a perfect balancing mechanic actually! That way they would be considered as an end-game Option and not an as end-game must-have (Which I was really worried about)

I've seen something like that in Spellforce 3
As the elves or humans, you need to sacrifice tons of resources to summon a Titan; For the same amount you could easily get an entire army or two
When playing as the orcs... Well, you literally have to sacrifice your own army to do that - hundreds of your own units are required as a blood sacrifice in order for the orcish Titan, the Flesh Colossus, to be summoned

On top of all of that, each titan has a limited lifetime, but that can be quite enough to wipe out all of enemy's forces - or even their bases

I think I'm going with that :D
Thanks!
 
@xISLx This spellforce game looks nice, like a mix between Battle for Middle Earth, Age of Empires, and Stronghold Crusader :D

Hmm
Usually, whenever a noun finishes in "us", you replace it with "i" to come up with its plural form. For example:
- Incubus to Incubi
- Succubus to Succubi
- Magus to Magi etc.

In this case Nagari's plural it's probably the same.

You may pick any of these names if you wish, I'll probably be picking several for myself as well :D especially since I'm designing the other two demonic serpent kings and their viperian/viperine/aspidians/ophidian/naga/gorgon/serpent minions.

I personally like the Triostoma Nagaris name/idea for example and might use a variation for the king of fraud since I'm thinking about designing it like a snake with 10 mouths (as in the 10 Bolgias from Circle of Fraud in the Divine Comedy)... some in his face, others underneath it's glowing, ever-changing scales... in which case it'd be something like Decaostoma Aspis Magnus (Ten-Mouthed Great Snake)
 
Lol I was only picking on you - I only said that because I just really hate the wc3 blizzard hydra model - nothing to do with you lol - it has holes in its head..and neck....literally...

You said he/she is/will be an epic unit hey...

You cant grasp the idea of epic units hey....

Well in command and conquer epic units wer supposed to make large armies of large units less useful against smaller groups of small units - so basically a small tangent of infantry or light vehicles cannot take on a large force of heavy vehicles but a small tangent of infantry along side an epic unit can, epic units wer usually to counter strong units that got spammed or to even the odds in big unit vrs small unit battles.

In age of mythology the titans were good vrs smaller myth units (pretty big against infantry) and infantry them selves were nothing to titans but heros (basically the same size as infantry) delt alot of damage to myth units and titans, making it hard to micro somthing so big to chase down something so small, especially since the heroes did so much damage to the titan, but could easily manuver through the ranks of friendly infantry.

Another game with epic units that comes to mind is the total war - warhammer 1 and 2 series which had large monstrous calvary, of various kinds, such as demons dragons and giants, which were strong against everything except pike man/halberds/spearmen infantry, who where still cannon fodder in the grand scheme of things but could deal damage to monstrous calvary during their charges, due to plowing their way through the mens ranks, theyd still kill alot of spear men, but they would take alot of damage doing it, unlike other types of infantry like archers, swordsmen and yes even horse calvary (with no spears) who would crumple under the might of monsters. Dealing no damage in the process.

How you envision epic units is mostly up to you, and how you would like to see them perform, like a world tier boss or as one of 3 or 4 uniqe but not invulnérable non heroic units.
 

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Caption


First row - Heroes:
One important thing to note is there is only one hero per player, meaning that no hero is supposed to be too weak or too situational, and that heroes are allowed to fill more roles than usual. They are also supposed to be significantly more powerful than in vanilla melee.

Last but not least, every hero also unlocks new Technology Researches which are specific to that hero


For example, the Tide Lord has his own Heroic Power and Tide Warriors as his speciality
If you choose him, you will gain access to new Items and upgrades for your Tide Warriors

In contrast to that, Naga Warlord is more specialised in amassing all units in general and commanding them as the Warlord he is
Serpent Queen is specilised in commanding the female castes of the army - Coast Huntresses, Sea Witches, Serpent Maidens and Sirens

Lastly, the Tide Mistress is a powerful spellcaster who increases the overall magic-efficiency of your entire army
She focuses on Elite units, such as the Frostsage and Siren, and on magical units - Basilisks, Sea Witches and Mana Drakes.


Second row - General Unit:
Because there is only one hero per player, the General Units function as a semi-heroic Elite units who can perform the same functions - provoding Heroic Aura to nearby units and Capturing New Bases for the map control

Frostsages do just that. They are the veteran naga warriors who have seen and participated in countless battles, and who have been rewarded with the gifts of Ice Magic that now flows in their freezing cold veins.

Obviously there is a limit to the amount of General Units you may have at a time - One at the first technology tier, Two at the second tier, and Three at Tier-3.


Third row - Basic Units
They consist of a Base Melee unit, Base Ranged unit, and a Base Special unit
For the Nagari Tidecallers faction, they are Fishmen, Coast Huntresses and Basilisks.

Fishmen are cheap and numerous infantry who require nothing but Food to be produced (Not the vanilla Food Limit, but the custom Food resource from my project which is quite easy to produce)
Besides that, they are also produced in much larger numbers

Of course, they are much weaker when compared to other Base Melee units, but the fact that enemy heroes don't get any experience from killing Player units makes Zerg tactics much more viable in my project
Also, the majority of Nagari units require Gold as opposed to Food, which means that you can produce Fishmen without harming the production of, for example, the Tide Warriors

Coast Huntresses, as their name suggests, are female nagas who hunt at the seacoasts and nearby other borders of large water
However, they don't hunt for animals nor food-- They hunt for slaves

Hunting Nets and Bows are their main tools of the trade, which secure them the position of the main Ranged and Anti-Air units of the Nagari race.

Basilisks are magical beasts who can petrify their enemies with just their gase.
They use mana to cause their attacks to damage all enemies in a cone in front of them, and they also have the ability to Petrify a single target, slowing it down and reducing its combat effectiveness for a short amount of time.


Fourth row - Advanced Units:
Tide Warriors are the main bulk of the Nagari army.
Their high survivability and strength makes them an incredible Tier-2 melee unit. However, they require Gold and Metal in order to be produced, both of which are hard resources to get. They also take much longer time to be trained and are completely lacking in the terms of mobility.

But their main feature is the fact that they get bonuses from all four Nagari heroes that the player can choose
Naga Warlord grants them speed which they lack, Tide Mistress provides them with magic resistance, Serpent Queen enhances their scales to block and reflect any incoming Physical damage, and the Tide Lord allows you to produce them at a much higher rate and in way bigger numbers (he doesn't reduce their cost, though)

Sea Witches are the primary Support Spellcasters of the Tidecaller faction. Their abilities revolve around hexing, cursing and debuffing the enemy units.

Sirens are Elite spellcasters, which turns them into much more powerful magical units whose purpose is not to provide magic support, but to deal magic damage. The fact that they are Elite also puts them at a limit of 4 at a time, and increases their resource cost drastically.

Their attacks deal splash magical damage, their abilities are devastating Area of Effect spells, and they also have the ability to Mesmerize and Hypnotize enemy units.

Serpent Maidens are agile fighters who excel at melee fighting. For the race, they fucntion as a complete opposite of the Tide Warriors - Serpent Maidens are fast and mobile, and they focus more on dealing damage rather than on tanking it

Among their traits, is the ability to Parry and Counter-Attack enemy units in melee range, and a passive chance to perform an additional attack when attacking (these additional attacks can trigger themselves, but the ability uses a pseudo-random distribution to balance it out)


Fifth row - Flying Units:
Mana Drakes are air support units. They are small ethereal creatures produced in massive flocks, and whose production requires only small amounts of Crystals.
Tidecallers rely heavily on magic, both lore- and gameplay-wise, so the Mana Drakes do the job of passively stealing mana from their enemies with their attacks and automatically transferring it to their allies.

Sea Wyverns are the main aerial force of the race.
They are able to swoop down upon the enemies on the ground and to tear apart flying enemies in the sky, so they function as a secondary anti-air force. In addition to that, they can spit acid onto enemy buildings, disabling their attacks and causing damage over time.


Sixth row - Large Units:

Reefmaw is the main siege unit of the Nagari Tidecallers faction.
Their sturdy shells allow them to take large amounts of damage from enemy units and towers, and their massive jaws allow them to chop enemy infantry in half. However, their main feature is the ability to gnaw on enemy buildings, which allows them to deal continuous siege damage.

Sea Hydra are large land units of the Tidecallers faction.
Though they can't breath fire like their underground brethren, their Serpentine Venom and Acidic Saliva more than compensate for that. They also share the traits of other hydras such as Impenetrable Scales and Rapid Regeneration.

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